/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.
static [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * SpawnEmitterAttached ( class [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * EmitterTemplate, class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, [FName](API\Runtime\Core\UObject\FName) AttachPointName, FVector Location, FRotator Rotation, FVector Scale, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) LocationType, bool bAutoDestroy, EPSCPoolMethod PoolingMethod, bool bAutoActivate )